I mentioned Gagarth in my last post, and this prompted me to post the following, a short-form write-up of Gagarth's cult (the Sartar version, anyway) and a hero (or rather, very anti-hero) band. It links in with the work I'm doing on Alda Chur, and how Ironfist was able to gather a force of Gagarthi to crush his Orlanthi rivals in 1611.
Of course, John Hughes rightly warns us of the potential dangers in short-form write-ups (Humakti: Cultic Variation, 12 June). Certainly there should be a rich complexity in cults, as individuals and communities define their myths for themselves, including local referents ("no, *that* mountain over there is where Orlanth stubbed his toe, that's why it's all crooked") and modifying them to meet communal, individual and political needs ("you think this myth means we should fight the lunars? No, the real message is that we should welcome them and then rob them blind, just as the wind plucks leaves from the trees and hats from city-folk's heads.").
On one level, the subjective nature of the affinities
system can help here. One Humakti, for example, could use
his Weapon Destroyer power as a useful combat tactic,
smashing an enemy's sword before moving in for the kill.
Another might prefer to use it precisely to avoid combat:
"you thought you were my equal, boy? Pick up the shattered
fragments of your sword and be glad you were not ready to
meet Death." Of course, this puts the premium on
role-playing - not a bad thing, but not the whole answer.
I want to get back to this, but need to mull a while…
Mark
GAGARTH, THE WILD HUNTER Mythos and History
'No one can make you do anything' is a central theme of the Orlanthi culture, but this freedom is tempered by respect for tradition, kin, clan and elders. Gagarth represents freedom at its rawest and most selfish. He is the Most Wild Wind, grandson of Umath. He is the Wild Hunter, who roars through the storm, hunting whatever he chooses, taking whatever he wants. Lost souls may be run down and consumed by his pack of wolf-hounds or, if they show the necessary spark of wildness of their own, have an opportunity to show their mettle against Gagarth's ever-changing band of followers. Win or lose, Gagarth may not care - Gagarth only finds pleasure in the hunt and the fight, in bullying and terrifying, in despising society and mocking tradition. The most charitable of the Orlanthi describe him as the 'thirst that never is slaked', as Gagarth is cursed never to be still, never to settle, never to be content.
Entry Requirements: Be outlawed or break taboo Physical Skills: Ride, Spear Fighting, Maintain Pursuit Mental Skills: Bully, Taunt, Boast, Command Hunt Pack, Resist Authority
Affinities:
Hunt (Outrun Prey, Never Lose Spoor, Spot the Weakest) Combat (Spiteful Wound, Long-Reaching Spear) Wild Wind (Summon Windstorm, Fly in Storm, Bruising Rain, Howl Like the Storm)
Secret:
Never Be Told (Acts as an integrated passion spirit giving
a bonus of ¼ the target number to any ability used in
resisting attempts to control or influence the Gagarthi)
Worshippers:
Gagarth is worshipped by the outsiders of Orlanthi and
Praxian society: bandits, outlaws, renegades and
kinslayers.
Other Side:
Various myths recount how Gagarth is granted, steals or
finds a stead in the Storm Realm, but that he cannot bear
to be confined to one place and will not tend and care for
it. He is a jealous god, though, and will not see another
reclaim even what he does not care for. Gagarth's Stead is
somewhere on the fringes of the Storm Realm, and while it
is ruined and abandoned, he will soon furiously confront
any who travel there. After death, Gagarth's worshippers
may be invited into his band of followers - or might be
their prey.
Other Connections:
At times, Gagarth has fought alongside Orlanth, against
those who would try to confine the storm, but usually he is
an enemy, especially of Orlanth in his Lawspeaker and Rex
aspects.
Disadvantages:
Gagarthi are often outlaws with a blood-price on their
heads, but even when they are not, they will be treated as
dangerous, unpredictable and untrustworthy. And rightly
so!
GAGARTH'S WOLVES
"Old world or new - what do we care?"
The Orlanthi are no strangers to violence, from sheep-raiding to kinstrife, but this generally takes place within a clear cultural context. There are traditions and understandings, which keep the violence controlled and accepted. But then there are also those who turn their backs on these traditions, and revel in violence and pillage for their own sakes. Cast from their clans and steads, they dedicate themselves to Gagarth, the Wild Hunter, the insatiable hunter, raider and bully. The name 'Gagarth's Wolves' was originally a term of abuse, but the outlaws proudly assumed it. Some still dream one day of returning to Orlanthi society (albeit rich and powerful). Yet most are content to drift from region to region, in Sartar but especially the Far Point, living a life of hunting, raiding and occasional killing-for-hire.
Actual Name:
Gagarth's Wolves, the Wild Huntsmen
Form:
Loose-knit band of outlaws in Sartar and the Far Point.
Cultural Context:
Bandits.
Ideology:
"We spit on your laws and take what we want."
Look and Feel:
Motley collections of violent bandits, bullies and
murderers, forever on the move. They respect no laws,
loyalties or limits other than those enforced by force,
cunning or fear.
Purpose:
For some, the chance to gain the power and legitimacy they
think they deserve, but for most just opportunities for
plunder and deviltry.
Reactions:
Overall, the people of Far Point fear and despise the
Wolves. However, there are times when they would rather
placate than fight them, especially when kinship is
involved. The rootless and violent Gagarthi can also be
useful, if dangerous allies or agents. The respect in
which Gagarthi hold hunting means that they will rarely
interfere with a hunter or a hunt, and these are one of the
few occasions in which Gagarthi and 'right-thinking'
Orlanthi can co-operate and interact.
Resources
Leader:
They have no leader as such, but Urelos KinSlayer, once of
the Amad tribe, is the most infamous of the Wolves.
Infamous Members:
No-Nose Gudnos, Harli Howl-at-the-Moon, Kerunos
Harvar's-Dog (the latter is the most important of the
Gagarthi still in Ironfist's service)
Membership:
Hard to assess, as the Wolves represent only a minority of
the bandits of Sartar and the Far Point, but probably
around 400-600.
Headquarters:
None. The Four Lies Stone near Alone is holy to Gagarth,
but does not count as headquarters. It is widely rumoured
that the one-eyed shaman who lives close by acts as a
contact, who can pass on messages for wandering Wolves.
Other Contacts:
While officially denied, Harvar Ironfist has long had
contacts with the Wolves, most (in)famously when KinSlayer
gathered a force to help him smash Orlanthi resistance to
his seizure of power in Alda Chur. He made many of them
housecarls then. Many could not or would not be integrated
back into society and simply took their plunder and
scattered after the massacre of Gamla's Leap. But others
still remain in his service, some of the most feared of his
enforcers. Cynical souls suggest that Ironfist still
sometimes engages 'loose' Wolves to kill and raid his
enemies when he wants to avoid bloodfeuds.
Organisation
The Wolves have little real structure. Small bands form and fragment, typically held together by an especially brutal or effective bandit. They move about, both out of choice and also to avoid retaliation for their crimes. This, as much as their resentment of any authority, effectively limits most gangs to 3-8 outlaws. Occasionally a powerful leader or the promise of fine booty may unite many gangs together, but these warbands tend soon to fall to internal disputes.
Membership Keywords
Members tend to select themselves, by being cast from regular society and accepting Gagarth. They can expect constantly to have to prove themselves and their position within a gang's pecking order. Fights are common, although rarely to the death, but so are many other ways of testing and undermining others, from vicious practical jokes to games of chance and boasting competitions. There is no honour among these thieves - the closest to a code they have is their respect for hunting.
Divine Resource
Gagarth, the Wild Hunter.
End of The Glorantha Digest V7 #712
Powered by hypermail